We currently make one draw call per voxel chunk. When in the middle of the right sort of valley, this can add up to several thousand draw calls, which may waste significant CPU time. If profiling confirms this, multi-draw-indirect could be used to reduce to a single call, at the cost of maintaining an indirect buffer identifying the surfaces to draw each frame.
We currently make one draw call per voxel chunk. When in the middle of the right sort of valley, this can add up to several thousand draw calls, which may waste significant CPU time. If profiling confirms this, multi-draw-indirect could be used to reduce to a single call, at the cost of maintaining an indirect buffer identifying the surfaces to draw each frame.